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authorAdam Frisby2009-04-04 08:33:58 +0000
committerAdam Frisby2009-04-04 08:33:58 +0000
commit4e9403e6ef4d87235af639af7515a512a595b5ec (patch)
tree2179134bee1cb35dc4115382fb5c6f2556416993
parentAdd copyright headers, formatting cleanup. (diff)
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* Renamed Heightmap.Height to Heightmap.Length to avoid confusion about axis.
* Added XMLDOC to MRM API code, this means we have usable programming docs being produced here: http://docs.opensimulator.org/namespaceOpenSim_1_1Region_1_1OptionalModules_1_1Scripting_1_1Minimodule.html (eg IObject, IHeightmap, etc)
-rw-r--r--OpenSim/Region/OptionalModules/Scripting/Minimodule/Heightmap.cs2
-rw-r--r--OpenSim/Region/OptionalModules/Scripting/Minimodule/IHeightmap.cs15
-rw-r--r--OpenSim/Region/OptionalModules/Scripting/Minimodule/IObject.cs21
3 files changed, 35 insertions, 3 deletions
diff --git a/OpenSim/Region/OptionalModules/Scripting/Minimodule/Heightmap.cs b/OpenSim/Region/OptionalModules/Scripting/Minimodule/Heightmap.cs
index 875de50..9b9d686 100644
--- a/OpenSim/Region/OptionalModules/Scripting/Minimodule/Heightmap.cs
+++ b/OpenSim/Region/OptionalModules/Scripting/Minimodule/Heightmap.cs
@@ -44,7 +44,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
44 set { Set(x, y, value); } 44 set { Set(x, y, value); }
45 } 45 }
46 46
47 public int Height 47 public int Length
48 { 48 {
49 get { return m_scene.Heightmap.Height; } 49 get { return m_scene.Heightmap.Height; }
50 } 50 }
diff --git a/OpenSim/Region/OptionalModules/Scripting/Minimodule/IHeightmap.cs b/OpenSim/Region/OptionalModules/Scripting/Minimodule/IHeightmap.cs
index afea12b..93cbc5b 100644
--- a/OpenSim/Region/OptionalModules/Scripting/Minimodule/IHeightmap.cs
+++ b/OpenSim/Region/OptionalModules/Scripting/Minimodule/IHeightmap.cs
@@ -39,6 +39,11 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
39 /// <param name="x">X Coordinate</param> 39 /// <param name="x">X Coordinate</param>
40 /// <param name="y">Y Coordinate</param> 40 /// <param name="y">Y Coordinate</param>
41 /// <returns>A value in meters representing height. Can be negative. Value correlates with Z parameter in world coordinates</returns> 41 /// <returns>A value in meters representing height. Can be negative. Value correlates with Z parameter in world coordinates</returns>
42 /// <example>
43 /// double heightVal = World.Heightmap[128,128];
44 /// World.Heightmap[128,128] *= 5.0;
45 /// World.Heightmap[128,128] = 25;
46 /// </example>
42 double this[int x, int y] 47 double this[int x, int y]
43 { 48 {
44 get; 49 get;
@@ -46,13 +51,19 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
46 } 51 }
47 52
48 /// <summary> 53 /// <summary>
49 /// The maximum height of the region (Y axis), exclusive. (eg Height = 256, max Y = 255). Minimum is always 0 inclusive. 54 /// The maximum length of the region (Y axis), exclusive. (eg Height = 256, max Y = 255). Minimum is always 0 inclusive.
50 /// </summary> 55 /// </summary>
51 int Height { get; } 56 /// <example>
57 /// Host.Console.Info("The terrain length of this region is " + World.Heightmap.Length);
58 /// </example>
59 int Length { get; }
52 60
53 /// <summary> 61 /// <summary>
54 /// The maximum width of the region (X axis), exclusive. (eg Width = 256, max X = 255). Minimum is always 0 inclusive. 62 /// The maximum width of the region (X axis), exclusive. (eg Width = 256, max X = 255). Minimum is always 0 inclusive.
55 /// </summary> 63 /// </summary>
64 /// <example>
65 /// Host.Console.Info("The terrain width of this region is " + World.Heightmap.Width);
66 /// </example>
56 int Width { get; } 67 int Width { get; }
57 } 68 }
58} 69}
diff --git a/OpenSim/Region/OptionalModules/Scripting/Minimodule/IObject.cs b/OpenSim/Region/OptionalModules/Scripting/Minimodule/IObject.cs
index 223d764..0308079 100644
--- a/OpenSim/Region/OptionalModules/Scripting/Minimodule/IObject.cs
+++ b/OpenSim/Region/OptionalModules/Scripting/Minimodule/IObject.cs
@@ -40,6 +40,27 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
40 /// exception. 'Exists' allows you to check the object is still 40 /// exception. 'Exists' allows you to check the object is still
41 /// in play before utilizing it. 41 /// in play before utilizing it.
42 /// </summary> 42 /// </summary>
43 /// <example>
44 /// IObject deleteMe = World.Objects[0];
45 ///
46 /// if(deleteMe.Exists) {
47 /// deleteMe.Say("Hello, I still exist!");
48 /// }
49 ///
50 /// World.Objects.Remove(deleteMe);
51 ///
52 /// if(!deleteMe.Exists) {
53 /// Host.Console.Info("I was deleted");
54 /// }
55 /// </example>
56 /// <remarks>
57 /// Objects should be near-guarunteed to exist for any event which
58 /// passes them as an argument. Storing an object for a longer period
59 /// of time however will limit their reliability.
60 ///
61 /// It is a good practice to use Try/Catch blocks handling for
62 /// NullReferenceException, when accessing remote objects.
63 /// </remarks>
43 bool Exists { get; } 64 bool Exists { get; }
44 65
45 /// <summary> 66 /// <summary>